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zeth07

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Everything posted by zeth07

  1. I really wasn't trying to drag this out and I don't think it is a big deal anyway. But it doesn't even have to be a guess anymore. He activates OD on wakeup and gets to see what is coming next without getting hit, then if the opponent actually tried to go for oki and pressed a button, he can just 720 and punish with no real effort at all for 5k+ damage. If the opponent didn't do anything, suddenly they are magnetized and right next to him anyway (assuming the opponent didn't just stay completely midscreen or fullscreen after a knockdown). It's like you have to give up your offensive advantage if you don't have something that forces him to block, just so you don't lose half your life from a "guess" and simple execution. For me it is just a pet peeve about Tager, that's all.
  2. Well it was more in reference to this part: Yet he still bodies everyone with "Dumb" shit that none of us learn to counter. I've long since settled on not dealing with it and not taking the risk, lol.
  3. That Relius lost half of his life just for pressing 5A on HIS oki with Tager doing something that takes absolutely no execution or real effort. I've settled on just not even trying oki against Tager if I think they'll do shit on wakeup. I feel like I should be able to outplay Tager at neutral, so I don't want to take that risk of losing half my life for him facerolling on the stick. This just gives me another reason to do so.
  4. Might not be broken, but it is going to be dumb as hell to deal with, as per usual with Tager.
  5. That was quite literally the whole point for things like Blood Kain and FRKZ. They were usually "All or Nothing" supers, to where if you hit the opponent and they didn't burst they should be dead. Whereas if you didn't hit them or maybe they burst immediately, you then had a hard time after with Ragna losing life and Bang not being able to block (easily). It was like their own comeback factors. I think it is asking for a bit much to not expect that to happen given the nature of those Distortions and now the fundamental design of Overdrives in general. I'm sure most people will save them til at least midway through a match, at which point if you activate and land a hit the opponent will probably be dead or be at a severe disadvantage if they don't use it themselves. Although I guess Overdrives will each have their own benefits of use, but I fully expect certain ones to more or less lead to "round over" situations or swing the momentum in their favor to the point that the round would probably be over (like Litchi having you in the corner into knockdown>mixup). At least with Gold Burst combos they didn't do obscene damage most of the time, compared to Blood Kain and FRKZ combos at least, so if you lost because of it you were probably almost dead anyway. AND you could even burst out of it given you still had a burst, so now you're basically screwed if you get hit by Blood Kain or FRKZ. Which of course I don't mind for obvious reasons, lol.
  6. Which is all the reasoning they need to possibly not sell a 360 version at all. If the cost to do that version and release it is less than what they think they'll make back, they won't do it. The 360 version of Extend probably only sold about ~20,000-25,000 worldwide if you use the online player numbers as a rough estimate and then increase it for whatever guess of an amount that only played it offline. The last time I looked was 2 months ago, but there had only been just over 13,000 "players" that played the 360 version online. While PS3 was up to about 69,000 (as of July), and in Japan alone sold apparently 60,000 (as of March). You can say people use alt accounts or whatever, but that is a huge difference to make up. Of course those are just estimates or guesses and don't mean much, but it still provides a rough idea on the difference in the markets. I surely don't know what it costs to make the 360 version as well as the PS3 version, but just looking at the difference I'd say the idea that they WON'T release a 360 version at all is entirely plausible from a business standpoint. I do however think they will end up releasing a 360 version in NA though. Guess we'll find out in a couple months.
  7. BlazBlue has always been with Aksys Games, not Atlus.
  8. I'd say Taokaka. Sort of like Yosuke, Tao doesn't get real oki after her combos most of the time. And her mobility from all the jumps/airdashes, drive cancels and cross-ups is probably the most similar to Yosuke being able to do the glide + cross people up, as well as the flips. She also has low health like Yosuke. In my opinion she would be the most similar to Yosuke's playstyle. Bang can be relatively fast and has the extra air movement as well but doesn't really compare to Tao. FRKZ sort of oneups this but considering the circumstances of it, it might not be what you're really looking for. Noel is also kind of fast, but not really that "type" of character. I'd say go with Tao.
  9. I agree, although I wouldn't mind more specific VS themes as well. I always loved that about CvS2 especially. I'm fine with them not including the old stages from CT/CS because they are in AN ENTIRELY NEW CITY then where the last games took place. That is the only reasoning they need for "why not include them." Of course nothing is there to stop them from including all the old stages / old songs / old colors (except Noel) on the console version just to include them, unless it becomes a capacity limitation which I doubt would be an issue (except maybe for 360....) At this point I'm ok with everything being new so that the game really feels fresh and knowing that they put a lot of time into adding more NEW stuff, instead of just a few new things then throwing in all the old stuff as well.
  10. I really don't see how people who have played thousands of matches could ever get rusty in a game. Unless you don't play it at all for like a year+ or it is a different version you haven't played in a while.
  11. That makes sense then. It's still up since Valkenhayn could use Overdrive himself obviously so it explains that part of it. I was under the initial impression that once the opponent used it you couldn't burst at all for that time, but glad that's wrong and it makes sense that it is. Unburstable FRKZ combos sounds nice right about now.
  12. Well, the very first pic shows Rachel using Overdrive and Valkenhayn's Burst is still available to use from the looks of it. I can't imagine it locking it out through inputs alone and not visibly showing you can't burst like it does in other places. So I guess that's that.
  13. You could still burst bait normally. Just not while you're in Overdrive if that holds true. Technically baiting a burst now would be the ultimate call out considering the circumstances of it.
  14. Arakune is a bad example since bursting against him while cursed or about to get cursed is an almost guaranteed Danger + Guard Crush since his shit takes up practically the whole screen and you can't really "escape". It's hardly ever worth it in my experience unless you can beat him before the curse anyway. Or you're Tager and have primers to spare. But that was Extend, with primers. Bang FRKZ and Ragna Blood Kain would be better examples. If they touch you, you're dead. If you can burst they are now going to have a hard time. Not being able to burst THEM, would be a big deal.
  15. Jin is wearing the outfit he had on during one of the story scenes and holding Yukianesa, I couldn't find the pic itself but this video had it in there fortunately: Young Jin from Amane's Astral
  16. The issue with using an IRC chat, is people now have to be able to be on their PS3 and computer at the same time. Not everyone has that "luxury" or setup. You also create the situation where the connection is being used on the computer as well, and even if IRC doesn't use up much bandwidth, who knows what is running in the background on people's computers. It's not a problem for people with amazing internet but still. It could also get confusing with names if people's names on IRC don't match up with their PSN ID / Dustloop name. The issue with PS3 is that the chat has a limited number and the fact/myth that it could cause lag so people tend to leave before matches start as you mentioned. But it doesn't need people to be on both their PS3+computer at the same time. Just thought I'd give my opinion as someone who has done these things before. Have fun.
  17. While I do agree that the BBCS:EX Combo Thread is lacking for various reasons, I feel like it would be a lot of work to basically just reformat EVERYTHING with the only benefit of making it look "different". I am more or less comparing the Noel thread to the Bang Wiki Combo section instead of the actual combo thread since I added pretty much everything I had at the time on there and feel like the formatting is fine as it is there. Now that ISN'T the combo thread, but I think "we" would more or less have to make a new one from scratch. That means adding all that extra formatting, and redoing EVERY combo to fit the format. Not to mention adding the notes for all the combos needed, and I can tell you they do get pretty specific for certain ones. A while back, I started going back through the combo list I made and making more in-depth notes but don't think I bothered to post it since it would've been a huge list again anyway and there was more or less enough there already between the combo thread and what I already added to the Bang Wiki. I also never "finished" it but that's something else entirely, lol. As for doing it for BB:CP, I guess we'll have to see what Huey says and see how he thinks we should do it. I do think it'd be a good idea to look at the other character forums, even for Persona, and see what kinda formatting looks best / is easier to do / looks clean.
  18. Do you mean make stuff for BBCP now as placeholders? Or rework the BBCS:EX stuff? If anything I'd say the Match-up Threads are the most important. I started to put forth some effort into breaking down the Lambda match-up with SwordOfToan, but haven't done anything with it lately due to the overall lack of interest for BB at the moment.
  19. How'd you not have fun in Abyss mode? You basically got to become Super Saiyan with all the power ups + auras, and be able to do ridiculous stuff you couldn't normally do and fight "bosses" who were godly. That's no fun?
  20. My issue with it would be how exactly are you going to hit confirm off it? Doing the j.623B implies you are either going for a FC or you fully expect them to block it and immediately RC into IAD j.B. You would have to properly wait to see if it actually FC's them to go into a good combo and NOT RC to waste it. Which means that RC>IAD j.B wouldn't be as tight as you might hope for. If they don't get FC'd but get hit anyway by the j.623B you would probably be RCing into j.B>j.C anyway which means you just spent 50% for barely any damage. I also don't know if they would have time to jump after the blocked j.623B, meaning they try to jump out but your j.B catches them and then j.C knocks them down and that isn't exactly worth 50% either, but like I said I don't know if they can jump in time for that. Assuming EVERYTHING is blocked, it seems ok if you are trying to keep pressure on them in the corner and want to try and take a primer in a close match. But I don't see why 2B>623B>RC>5A>Whatever wouldn't be just as effective and easier to actually hit confirm. The only thing I can guess is that fishing for a FC j.623B would be good but that sort of diminishes the effectiveness of it being a blockstring with the way you would go about doing it. Like kaeru said, doing something like 6B>RC>j.B makes more sense because even if 6B hits it will combo into the j.B following the RC, so it is effective as a blockstring and hitconfirm into a real combo. Just my opinion. To really test it out I advise putting the training dummy on Random blocking and see how that goes to see how you would go about hit confirming off any of the hits.
  21. You must not have read the 1st post good enough.
  22. On hit as well? Not being able to special cancel into 623B is irrelevant cause that is usually only going to happen if they blocked 5D. You would almost never do 5D>623B for an actual combo. Maybe 5D>j.623B but that's from a jump cancel. Although if it was possible it would mean different combo options, but since it isn't it doesn't matter since you wouldn't do that in Extend anyway. If 5D isn't jump cancelable on HIT either then that move went from being bad to absolutely garbage. I guess any hit of 5D is just the end of a combo as if you were doing it at the end of seal combos like in Extend. 5D was one of the ONLY moves I thought needed to get changed for the better in the next game and apparently they made it worse, lol.
  23. Assuming 5D works the same, you could still do IAD j.4C combos or relaunch combos. So it's not really "nothing" depending on where you are on the screen, but it's never really good damage for us unless it is 5C which can get 3k+.
  24. Doesn't seem that far-fetched. CH 2D in extend that would normally = 4 seals, would still equal 3 unique seals when simplified. CH 2D>j.D>Web Nail>5D, assuming AT LEAST that still works in BBCP but who knows at this point. Also a good bit of them used 6D as well, so you could probably do stuff like 6D>Web Nail>j.D>Web Nail>5D. There did seem to be changes to j.D where stuff wasn't connecting after it but that was in the first location test so I'm not sure what all is happening now. I wouldn't be surprised if people find a way to make it work like they have seal combos in the past when trying to get the most amount of seals as possible from a combo. Although it does sound situational considering the circumstances but much like FRKZ used to be (still is) it could prove to be useful when the time comes. Cannot wait for this to come out even in Japan just so we can start to see some actual matches.
  25. I doubt it, what we saw in the preview trailer and it "comboing" was probably just the hit count from all the hits in the move itself. Is it like Arakune's F of G to where if they are anywhere on the GROUND it will catch them no matter what (since his is a command grab) and they would have to jump to avoid it? And I can't tell from the moonrunes before the input but is it actually done in the air ONLY or can it be both (like Maximum Spider)? Or Is it like Spider-man's Ultimate Web Throw, which you do on the ground, but it catches opponents in the air and just looks like Maximum Spider? Huey confirmed.
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